If you have a missile launcher equipped, you cannot fire rocks, shurikens or boomerangs, which seems logical. The alternative here is to use the "throw" command to avoid having to unequip the shooter. However, the "throw" command prevents @ from throwing artifacts and "drops" boomerangs, which are supposed to "return when thrown".

I'll change the "throw" command to:
- allow throwing artifact missiles
- make AMMO_MAGIC actually return when "thrown" and not only when "fired"

To "throw away" AMMO_MAGIC, just use the "drop" command.

Note: the "throw" command is still limited to 1 shot per round, even if the class can throw multiple items (like monks or archers); to do that, you'll still have to use the "fire" command.

Very funny: I found a scroll of Wilderness Mapping with my current character on a supposedly "no wilderness" server; I read it and unveiled an area at (-6,31); I inscribed my WoR with {@R-6,31} and read it... and ended up on that area.

Two fixes for the new build then...

1) Wilderness Mapping effect defaulted to Magic Mapping if there's no wilderness
2) Discard (x,y) inscriptions on WoR when reading one if there's no wilderness (you stil can use @Rxxx to recall to depth xxx)

- Implement cutting and stunning brands properly
- Add stunning brand to Rocks
- Add two new brands: strong stunning and strong cutting (x2 multiplier)
- Make scrolls of Wilderness Mapping more common
- Make scrolls of Wilderness Mapping map a 3x3 area instead of just one sector
- Make scrolls of *Teleport Level* more common
- Fix teleport effect (especially when trying to phase out of a big vault)
- Allow throwing artifact missiles
- Make "returning" missiles actually return when "thrown" and not just "fired"
- Change "wilderness mapping" effect to "magic mapping" if no wilderness
- Forbid recalling with @Rx,y if no wilderness
- Fix critical hits from throwing stuff

I've added the Thunderlords from ToME in a previous version, but looking at the monster file again, I think they are clearly appearing too soon...

When I compare Thunderlords and ancient dragons, I think they should be similar in power: green Thunderlord vs ancient red dragon, blue Thunderlord vs AMHD, brown vs dracolich, bronze vs great hell wyrm, gold vs GWoC. So instead of 30/40/50/60/70, it should probably be 40/45/50/60/70. I'll change that for the next build.

Great... selling unidentified weapons with slays and brands actually give more money than the actual price instead of less because the power factor of slays/brands is miscalculated (unid weapons are treated the same as slay evil weapons). Ding ding ding... time for another bugfix version.

- Add a hidden resting option ('x' on the command line) to rest without being interrupted by hp damage
- Make birth_no_artifacts actually prevent generating and using ANY artifact
- Fix unidentified weapons with slays or brands being sold for more than their real value
- Fix object rating being based on known value instead of real value of objects generated on the level